Fixed bug with weapon components. Partial EntitiesPed.cs
This commit is contained in:
@ -80,6 +80,8 @@
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<Compile Include="Entities\EntitiesPed.cs" />
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<Compile Include="Entities\EntitiesPlayer.cs" />
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<Compile Include="Entities\EntitiesThread.cs" />
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<Compile Include="Entities\Sync\OnFootSync.cs" />
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<Compile Include="Entities\Sync\VehicleSync.cs" />
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<Compile Include="Main.cs" />
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<Compile Include="Menus\MenusMain.cs" />
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<Compile Include="Menus\Sub\Servers.cs" />
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@ -1,7 +1,6 @@
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using System;
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using System.Drawing;
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using System.Collections.Generic;
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using System.Linq;
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using GTA;
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using GTA.Native;
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@ -14,7 +13,7 @@ namespace CoopClient.Entities
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/// <summary>
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/// ?
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/// </summary>
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public class EntitiesPed
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public partial class EntitiesPed
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{
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internal long NPCVehHandle { get; set; } = 0;
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/// <summary>
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@ -62,98 +61,8 @@ namespace CoopClient.Entities
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/// The latest character position (may not have been applied yet)
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/// </summary>
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public Vector3 Position { get; internal set; }
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#region -- ON FOOT --
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/// <summary>
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/// The latest character rotation (may not have been applied yet)
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/// </summary>
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public Vector3 Rotation { get; internal set; }
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/// <summary>
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/// The latest character velocity (may not have been applied yet)
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/// </summary>
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public Vector3 Velocity { get; internal set; }
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internal byte Speed { get; set; }
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private bool LastIsJumping = false;
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internal bool IsJumping { get; set; }
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internal bool IsRagdoll { get; set; }
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internal bool IsOnFire { get; set; }
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internal Vector3 AimCoords { get; set; }
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internal bool IsAiming { get; set; }
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internal bool IsShooting { get; set; }
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internal bool IsReloading { get; set; }
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internal int CurrentWeaponHash { get; set; }
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internal List<uint> WeaponComponents { get; set; }
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#endregion
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internal Blip PedBlip = null;
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#region -- IN VEHICLE --
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private ulong VehicleStopTime { get; set; }
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internal bool IsInVehicle { get; set; }
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private int LastVehicleModelHash = 0;
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private int CurrentVehicleModelHash = 0;
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/// <summary>
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/// The latest vehicle model hash (may not have been applied yet)
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/// </summary>
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public int VehicleModelHash
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{
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get => CurrentVehicleModelHash;
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internal set
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{
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LastVehicleModelHash = CurrentVehicleModelHash == 0 ? value : CurrentVehicleModelHash;
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CurrentVehicleModelHash = value;
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}
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}
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private int[] LastVehicleColors = new int[] { 0, 0 };
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internal int[] VehicleColors { get; set; }
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private Dictionary<int, int> LastVehicleMods = new Dictionary<int, int>();
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internal Dictionary<int, int> VehicleMods { get; set; }
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internal bool VehicleDead { get; set; }
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internal float VehicleEngineHealth { get; set; }
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internal int VehicleSeatIndex { get; set; }
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/// <summary>
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/// ?
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/// </summary>
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public Vehicle MainVehicle { get; internal set; }
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/// <summary>
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/// The latest vehicle position (may not have been applied yet)
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/// </summary>
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public Vector3 VehiclePosition { get; internal set; }
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/// <summary>
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/// The latest vehicle rotation (may not have been applied yet)
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/// </summary>
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public Quaternion VehicleRotation { get; internal set; }
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internal Vector3 VehicleVelocity { get; set; }
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private float LastVehicleSpeed { get; set; }
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private float CurrentVehicleSpeed { get; set; }
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internal float VehicleSpeed
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{
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get => CurrentVehicleSpeed;
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set
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{
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LastVehicleSpeed = CurrentVehicleSpeed;
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CurrentVehicleSpeed = value;
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}
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}
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internal float VehicleSteeringAngle { get; set; }
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private int LastVehicleAim;
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internal bool VehIsEngineRunning { get; set; }
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internal float VehRPM { get; set; }
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private bool LastTransformed = false;
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internal bool Transformed { get; set; }
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private bool LastHornActive = false;
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internal bool IsHornActive { get; set; }
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internal bool VehAreLightsOn { get; set; }
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internal bool VehAreHighBeamsOn { get; set; }
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internal byte VehLandingGear { get; set; }
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internal bool VehIsSireneActive { get; set; }
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private VehicleDoors[] LastVehDoors;
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internal VehicleDoors[] VehDoors { get; set; }
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private int LastVehTires;
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internal int VehTires { get; set; }
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#endregion
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internal Vector3 AimCoords { get; set; }
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internal void DisplayLocally(string username)
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{
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@ -341,458 +250,6 @@ namespace CoopClient.Entities
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#endregion
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}
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private void DisplayInVehicle()
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{
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if (MainVehicle == null || !MainVehicle.Exists() || MainVehicle.Model.Hash != CurrentVehicleModelHash)
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{
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bool vehFound = false;
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if (NPCVehHandle != 0)
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{
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lock (Main.NPCsVehicles)
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{
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if (Main.NPCsVehicles.ContainsKey(NPCVehHandle))
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{
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Vehicle targetVehicle = World.GetAllVehicles().First(x => x.Handle == Main.NPCsVehicles[NPCVehHandle]);
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if (targetVehicle == null)
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{
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return;
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}
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MainVehicle = targetVehicle;
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vehFound = true;
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}
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}
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}
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else
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{
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Vehicle targetVehicle = World.GetClosestVehicle(Position, 7f, new Model[] { CurrentVehicleModelHash });
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if (targetVehicle != null)
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{
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if (targetVehicle.IsSeatFree((VehicleSeat)VehicleSeatIndex))
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{
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MainVehicle = targetVehicle;
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vehFound = true;
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}
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}
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}
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if (!vehFound)
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{
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Model vehicleModel = CurrentVehicleModelHash.ModelRequest();
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if (vehicleModel == null)
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{
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//GTA.UI.Notification.Show($"~r~(Vehicle)Model ({CurrentVehicleModelHash}) cannot be loaded!");
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ModelNotFound = 2;
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return;
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}
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MainVehicle = World.CreateVehicle(vehicleModel, VehiclePosition);
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vehicleModel.MarkAsNoLongerNeeded();
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if (NPCVehHandle != 0)
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{
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Main.NPCsVehicles.Add(NPCVehHandle, MainVehicle.Handle);
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}
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MainVehicle.Quaternion = VehicleRotation;
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}
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}
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if (!Character.IsInVehicle() || (int)Character.SeatIndex != VehicleSeatIndex || Character.CurrentVehicle.Handle != MainVehicle.Handle)
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{
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if (VehicleSeatIndex == -1 &&
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Game.Player.Character.IsInVehicle() &&
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(int)Game.Player.Character.SeatIndex == -1 &&
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Game.Player.Character.CurrentVehicle.Handle == MainVehicle.Handle)
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{
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Game.Player.Character.Task.WarpOutOfVehicle(MainVehicle);
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GTA.UI.Notification.Show("~r~Car jacked!");
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}
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Character.SetIntoVehicle(MainVehicle, (VehicleSeat)VehicleSeatIndex);
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Character.IsVisible = true;
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}
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#region -- VEHICLE SYNC --
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if (AimCoords != default)
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{
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if (MainVehicle.IsTurretSeat(VehicleSeatIndex))
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{
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int gameTime = Game.GameTime;
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if (gameTime - LastVehicleAim > 30)
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{
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Function.Call(Hash.TASK_VEHICLE_AIM_AT_COORD, Character.Handle, AimCoords.X, AimCoords.Y, AimCoords.Z);
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LastVehicleAim = gameTime;
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}
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}
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}
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if (MainVehicle.GetResponsiblePedHandle() != Character.Handle)
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{
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return;
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}
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if (VehicleColors != null && VehicleColors != LastVehicleColors)
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{
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Function.Call(Hash.SET_VEHICLE_COLOURS, MainVehicle, VehicleColors[0], VehicleColors[1]);
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LastVehicleColors = VehicleColors;
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}
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if (Character.IsOnBike && MainVehicle.ClassType == VehicleClass.Cycles)
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{
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bool isFastPedaling = Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, PedalingAnimDict(), "fast_pedal_char", 3);
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if (CurrentVehicleSpeed < 0.2f)
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{
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StopPedalingAnim(isFastPedaling);
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}
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else if (CurrentVehicleSpeed < 11f && !Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, PedalingAnimDict(), "cruise_pedal_char", 3))
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{
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StartPedalingAnim(false);
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}
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else if (CurrentVehicleSpeed >= 11f && !isFastPedaling)
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{
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StartPedalingAnim(true);
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}
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}
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else
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{
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if (VehicleMods != null && VehicleMods != LastVehicleMods)
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{
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Function.Call(Hash.SET_VEHICLE_MOD_KIT, MainVehicle, 0);
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foreach (KeyValuePair<int, int> mod in VehicleMods)
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{
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MainVehicle.Mods[(VehicleModType)mod.Key].Index = mod.Value;
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}
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LastVehicleMods = VehicleMods;
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}
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MainVehicle.EngineHealth = VehicleEngineHealth;
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if (VehicleDead && !MainVehicle.IsDead)
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{
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MainVehicle.Explode();
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}
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else if (!VehicleDead && MainVehicle.IsDead)
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{
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MainVehicle.Repair();
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}
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if (VehIsEngineRunning != MainVehicle.IsEngineRunning)
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{
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MainVehicle.IsEngineRunning = VehIsEngineRunning;
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}
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MainVehicle.CurrentRPM = VehRPM;
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if (VehAreLightsOn != MainVehicle.AreLightsOn)
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{
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MainVehicle.AreLightsOn = VehAreLightsOn;
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}
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if (VehAreHighBeamsOn != MainVehicle.AreHighBeamsOn)
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{
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MainVehicle.AreHighBeamsOn = VehAreHighBeamsOn;
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}
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if (MainVehicle.IsSubmarineCar)
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{
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if (Transformed && !LastTransformed)
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{
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LastTransformed = true;
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Function.Call(Hash._TRANSFORM_VEHICLE_TO_SUBMARINE, MainVehicle, false);
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}
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else if (!Transformed && LastTransformed)
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{
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LastTransformed = false;
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Function.Call(Hash._TRANSFORM_SUBMARINE_TO_VEHICLE, MainVehicle, false);
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}
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}
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if (MainVehicle.IsPlane)
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{
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if (VehLandingGear != (byte)MainVehicle.LandingGearState)
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{
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MainVehicle.LandingGearState = (VehicleLandingGearState)VehLandingGear;
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}
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}
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else
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{
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if (MainVehicle.HasSiren && VehIsSireneActive != MainVehicle.IsSirenActive)
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{
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MainVehicle.IsSirenActive = VehIsSireneActive;
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}
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if (IsHornActive && !LastHornActive)
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{
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LastHornActive = true;
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MainVehicle.SoundHorn(99999);
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}
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else if (!IsHornActive && LastHornActive)
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{
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LastHornActive = false;
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MainVehicle.SoundHorn(1);
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}
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Function.Call(Hash.SET_VEHICLE_BRAKE_LIGHTS, MainVehicle, CurrentVehicleSpeed > 0.2f && LastVehicleSpeed > CurrentVehicleSpeed);
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if (LastSyncWasFull)
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{
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if (VehDoors != null && VehDoors != LastVehDoors)
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{
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int doorLength = VehDoors.Length;
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if (VehDoors.Length != 0)
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{
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for (int i = 0; i < (doorLength - 1); i++)
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{
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VehicleDoor door = MainVehicle.Doors[(VehicleDoorIndex)i];
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VehicleDoors aDoor = VehDoors[i];
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if (aDoor.Broken)
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{
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if (!door.IsBroken)
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{
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door.Break();
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}
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continue;
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}
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else if (!aDoor.Broken && door.IsBroken)
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{
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// Repair?
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//MainVehicle.Repair();
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}
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if (aDoor.FullyOpen)
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{
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if (!door.IsFullyOpen)
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{
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door.Open(false, true);
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}
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continue;
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}
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else if (aDoor.Open)
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{
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if (!door.IsOpen)
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{
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door.Open();
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}
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door.AngleRatio = aDoor.AngleRatio;
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continue;
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}
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door.Close(true);
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}
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}
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LastVehDoors = VehDoors;
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}
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if (VehTires != default && LastVehTires != VehTires)
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{
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foreach (var wheel in MainVehicle.Wheels.GetAllWheels())
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{
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if ((VehTires & 1 << (int)wheel.BoneId) != 0)
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{
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wheel.Puncture();
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wheel.Burst();
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}
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}
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LastVehTires = VehTires;
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}
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}
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}
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}
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if (VehicleSteeringAngle != MainVehicle.SteeringAngle)
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{
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MainVehicle.CustomSteeringAngle((float)(Math.PI / 180) * VehicleSteeringAngle);
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}
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// Good enough for now, but we need to create a better sync
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if (CurrentVehicleSpeed > 0.05f && MainVehicle.IsInRange(VehiclePosition, 7.0f))
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{
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int forceMultiplier = (Game.Player.Character.IsInVehicle() && MainVehicle.IsTouching(Game.Player.Character.CurrentVehicle)) ? 1 : 3;
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MainVehicle.Velocity = VehicleVelocity + forceMultiplier * (VehiclePosition - MainVehicle.Position);
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MainVehicle.Quaternion = Quaternion.Slerp(MainVehicle.Quaternion, VehicleRotation, 0.5f);
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VehicleStopTime = Util.GetTickCount64();
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}
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else if ((Util.GetTickCount64() - VehicleStopTime) <= 1000)
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{
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Vector3 posTarget = Util.LinearVectorLerp(MainVehicle.Position, VehiclePosition + (VehiclePosition - MainVehicle.Position), Util.GetTickCount64() - VehicleStopTime, 1000);
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MainVehicle.PositionNoOffset = posTarget;
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MainVehicle.Quaternion = Quaternion.Slerp(MainVehicle.Quaternion, VehicleRotation, 0.5f);
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}
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else
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{
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MainVehicle.PositionNoOffset = VehiclePosition;
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MainVehicle.Quaternion = VehicleRotation;
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}
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#endregion
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}
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#region -- PEDALING --
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/*
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* Thanks to @oldnapalm.
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*/
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private string PedalingAnimDict()
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{
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switch ((VehicleHash)CurrentVehicleModelHash)
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{
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case VehicleHash.Bmx:
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return "veh@bicycle@bmx@front@base";
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case VehicleHash.Cruiser:
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return "veh@bicycle@cruiserfront@base";
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case VehicleHash.Scorcher:
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return "veh@bicycle@mountainfront@base";
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default:
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return "veh@bicycle@roadfront@base";
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}
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}
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private string PedalingAnimName(bool fast)
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{
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return fast ? "fast_pedal_char" : "cruise_pedal_char";
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}
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private void StartPedalingAnim(bool fast)
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{
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Character.Task.PlayAnimation(PedalingAnimDict(), PedalingAnimName(fast), 8.0f, -8.0f, -1, AnimationFlags.Loop | AnimationFlags.AllowRotation, 1.0f);
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}
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private void StopPedalingAnim(bool fast)
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{
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Character.Task.ClearAnimation(PedalingAnimDict(), PedalingAnimName(fast));
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}
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#endregion
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private void DisplayOnFoot()
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{
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if (Character.IsInVehicle())
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{
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Character.Task.LeaveVehicle();
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}
|
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|
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if (MainVehicle != null)
|
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{
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MainVehicle = null;
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}
|
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|
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if (IsOnFire && !Character.IsOnFire)
|
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{
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Character.IsInvincible = false;
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Function.Call(Hash.START_ENTITY_FIRE, Character.Handle);
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return;
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}
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else if (!IsOnFire && Character.IsOnFire)
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{
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Function.Call(Hash.STOP_ENTITY_FIRE, Character.Handle);
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||||
|
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Character.IsInvincible = true;
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||||
|
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if (Character.IsDead)
|
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{
|
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Character.Resurrect();
|
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}
|
||||
}
|
||||
|
||||
if (IsJumping && !LastIsJumping)
|
||||
{
|
||||
Character.Task.Jump();
|
||||
}
|
||||
|
||||
LastIsJumping = IsJumping;
|
||||
|
||||
if (IsRagdoll && !Character.IsRagdoll)
|
||||
{
|
||||
Character.CanRagdoll = true;
|
||||
Character.Ragdoll();
|
||||
|
||||
return;
|
||||
}
|
||||
else if (!IsRagdoll && Character.IsRagdoll)
|
||||
{
|
||||
Character.CancelRagdoll();
|
||||
Character.CanRagdoll = false;
|
||||
}
|
||||
|
||||
if (IsJumping || IsOnFire)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsReloading)
|
||||
{
|
||||
if (!Character.IsReloading)
|
||||
{
|
||||
Character.Task.ClearAll();
|
||||
Character.Task.ReloadWeapon();
|
||||
}
|
||||
|
||||
if (Character.IsInRange(Position, 0.5f))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (Character.Weapons.Current.Hash != (WeaponHash)CurrentWeaponHash)
|
||||
{
|
||||
if (WeaponComponents == null)
|
||||
{
|
||||
Character.Weapons.RemoveAll();
|
||||
Character.Weapons.Give((WeaponHash)CurrentWeaponHash, -1, true, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
int wObj = Function.Call<int>(Hash.CREATE_WEAPON_OBJECT, CurrentWeaponHash, -1, Position.X, Position.Y, Position.Z, true, 0, 0);
|
||||
|
||||
WeaponComponents.ForEach(mod => Function.Call(Hash.GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT, wObj, mod));
|
||||
|
||||
Function.Call(Hash.GIVE_WEAPON_OBJECT_TO_PED, wObj, Character);
|
||||
}
|
||||
}
|
||||
|
||||
if (IsShooting)
|
||||
{
|
||||
if (!Character.IsInRange(Position, 0.5f))
|
||||
{
|
||||
Function.Call(Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD, Character.Handle, Position.X, Position.Y,
|
||||
Position.Z, AimCoords.X, AimCoords.Y, AimCoords.Z, Speed == 3 ? 3f : 2.5f, true, 0x3F000000, 0x40800000, false, 0, false,
|
||||
unchecked((int)FiringPattern.FullAuto));
|
||||
}
|
||||
else
|
||||
{
|
||||
Function.Call(Hash.TASK_SHOOT_AT_COORD, Character.Handle, AimCoords.X, AimCoords.Y, AimCoords.Z, 1500, unchecked((int)FiringPattern.FullAuto));
|
||||
}
|
||||
}
|
||||
else if (IsAiming)
|
||||
{
|
||||
if (!Character.IsInRange(Position, 0.5f))
|
||||
{
|
||||
Function.Call(Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD, Character.Handle, Position.X, Position.Y,
|
||||
Position.Z, AimCoords.X, AimCoords.Y, AimCoords.Z, Speed == 3 ? 3f : 2.5f, false, 0x3F000000, 0x40800000, false, 512, false,
|
||||
unchecked((int)FiringPattern.FullAuto));
|
||||
}
|
||||
else
|
||||
{
|
||||
Character.Task.AimAt(AimCoords, 100);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WalkTo();
|
||||
}
|
||||
}
|
||||
|
||||
private bool CreateCharacter(string username)
|
||||
{
|
||||
if (PedBlip != null && PedBlip.Exists())
|
||||
@ -849,62 +306,5 @@ namespace CoopClient.Entities
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool LastMoving;
|
||||
private void WalkTo()
|
||||
{
|
||||
if (!Character.IsInRange(Position, 6.0f) && (LastMoving = true))
|
||||
{
|
||||
Character.Position = Position;
|
||||
Character.Rotation = Rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 predictPosition = Position + (Position - Character.Position) + Velocity;
|
||||
float range = predictPosition.DistanceToSquared(Character.Position);
|
||||
|
||||
switch (Speed)
|
||||
{
|
||||
case 1:
|
||||
if ((!Character.IsWalking || range > 0.25f) && (LastMoving = true))
|
||||
{
|
||||
float nrange = range * 2;
|
||||
if (nrange > 1.0f)
|
||||
{
|
||||
nrange = 1.0f;
|
||||
}
|
||||
|
||||
Character.Task.GoStraightTo(predictPosition);
|
||||
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, nrange);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if ((!Character.IsRunning || range > 0.50f) && (LastMoving = true))
|
||||
{
|
||||
Character.Task.RunTo(predictPosition, true);
|
||||
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, 1.0f);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if ((!Character.IsSprinting || range > 0.75f) && (LastMoving = true))
|
||||
{
|
||||
Function.Call(Hash.TASK_GO_STRAIGHT_TO_COORD, Character.Handle, predictPosition.X, predictPosition.Y, predictPosition.Z, 3.0f, -1, 0.0f, 0.0f);
|
||||
Function.Call(Hash.SET_RUN_SPRINT_MULTIPLIER_FOR_PLAYER, Character.Handle, 1.49f);
|
||||
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, 1.0f);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (!Character.IsInRange(Position, 0.5f))
|
||||
{
|
||||
Character.Task.RunTo(Position, true, 500);
|
||||
}
|
||||
else if (LastMoving && (LastMoving = false))
|
||||
{
|
||||
Character.Task.StandStill(1000);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
223
Client/Entities/Sync/OnFootSync.cs
Normal file
223
Client/Entities/Sync/OnFootSync.cs
Normal file
@ -0,0 +1,223 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
using GTA;
|
||||
using GTA.Native;
|
||||
using GTA.Math;
|
||||
|
||||
namespace CoopClient.Entities
|
||||
{
|
||||
public partial class EntitiesPed
|
||||
{
|
||||
#region -- ON FOOT --
|
||||
/// <summary>
|
||||
/// The latest character rotation (may not have been applied yet)
|
||||
/// </summary>
|
||||
public Vector3 Rotation { get; internal set; }
|
||||
/// <summary>
|
||||
/// The latest character velocity (may not have been applied yet)
|
||||
/// </summary>
|
||||
public Vector3 Velocity { get; internal set; }
|
||||
internal byte Speed { get; set; }
|
||||
private bool LastIsJumping = false;
|
||||
internal bool IsJumping { get; set; }
|
||||
internal bool IsRagdoll { get; set; }
|
||||
internal bool IsOnFire { get; set; }
|
||||
internal bool IsAiming { get; set; }
|
||||
internal bool IsShooting { get; set; }
|
||||
internal bool IsReloading { get; set; }
|
||||
internal uint CurrentWeaponHash { get; set; }
|
||||
private Dictionary<uint, bool> LastWeaponComponents = null;
|
||||
internal Dictionary<uint, bool> WeaponComponents { get; set; } = null;
|
||||
private int LastWeaponObj = 0;
|
||||
#endregion
|
||||
|
||||
private void DisplayOnFoot()
|
||||
{
|
||||
if (Character.IsInVehicle())
|
||||
{
|
||||
Character.Task.LeaveVehicle();
|
||||
}
|
||||
|
||||
if (MainVehicle != null)
|
||||
{
|
||||
MainVehicle = null;
|
||||
}
|
||||
|
||||
if (IsOnFire && !Character.IsOnFire)
|
||||
{
|
||||
Character.IsInvincible = false;
|
||||
|
||||
Function.Call(Hash.START_ENTITY_FIRE, Character.Handle);
|
||||
|
||||
return;
|
||||
}
|
||||
else if (!IsOnFire && Character.IsOnFire)
|
||||
{
|
||||
Function.Call(Hash.STOP_ENTITY_FIRE, Character.Handle);
|
||||
|
||||
Character.IsInvincible = true;
|
||||
|
||||
if (Character.IsDead)
|
||||
{
|
||||
Character.Resurrect();
|
||||
}
|
||||
}
|
||||
|
||||
if (IsJumping && !LastIsJumping)
|
||||
{
|
||||
Character.Task.Jump();
|
||||
}
|
||||
|
||||
LastIsJumping = IsJumping;
|
||||
|
||||
if (IsRagdoll && !Character.IsRagdoll)
|
||||
{
|
||||
Character.CanRagdoll = true;
|
||||
Character.Ragdoll();
|
||||
|
||||
return;
|
||||
}
|
||||
else if (!IsRagdoll && Character.IsRagdoll)
|
||||
{
|
||||
Character.CancelRagdoll();
|
||||
Character.CanRagdoll = false;
|
||||
}
|
||||
|
||||
if (IsJumping || IsOnFire)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsReloading)
|
||||
{
|
||||
if (!Character.IsReloading)
|
||||
{
|
||||
Character.Task.ClearAll();
|
||||
Character.Task.ReloadWeapon();
|
||||
}
|
||||
|
||||
if (Character.IsInRange(Position, 0.5f))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (Character.Weapons.Current.Hash != (WeaponHash)CurrentWeaponHash || WeaponComponents != LastWeaponComponents)
|
||||
{
|
||||
Character.Weapons.RemoveAll();
|
||||
|
||||
if (CurrentWeaponHash != (uint)WeaponHash.Unarmed)
|
||||
{
|
||||
if (WeaponComponents == null || WeaponComponents.Count == 0)
|
||||
{
|
||||
Character.Weapons.Give((WeaponHash)CurrentWeaponHash, -1, true, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
LastWeaponObj = Function.Call<int>(Hash.CREATE_WEAPON_OBJECT, CurrentWeaponHash, -1, Position.X, Position.Y, Position.Z, true, 0, 0);
|
||||
|
||||
foreach (KeyValuePair<uint, bool> comp in WeaponComponents)
|
||||
{
|
||||
if (comp.Value)
|
||||
{
|
||||
Function.Call(Hash.GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT, LastWeaponObj, comp.Key);
|
||||
}
|
||||
}
|
||||
|
||||
Function.Call(Hash.GIVE_WEAPON_OBJECT_TO_PED, LastWeaponObj, Character);
|
||||
}
|
||||
}
|
||||
|
||||
LastWeaponComponents = WeaponComponents;
|
||||
}
|
||||
|
||||
if (IsShooting)
|
||||
{
|
||||
if (!Character.IsInRange(Position, 0.5f))
|
||||
{
|
||||
Function.Call(Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD, Character.Handle, Position.X, Position.Y,
|
||||
Position.Z, AimCoords.X, AimCoords.Y, AimCoords.Z, Speed == 3 ? 3f : 2.5f, true, 0x3F000000, 0x40800000, false, 0, false,
|
||||
unchecked((int)FiringPattern.FullAuto));
|
||||
}
|
||||
else
|
||||
{
|
||||
Function.Call(Hash.TASK_SHOOT_AT_COORD, Character.Handle, AimCoords.X, AimCoords.Y, AimCoords.Z, 1500, unchecked((int)FiringPattern.FullAuto));
|
||||
}
|
||||
}
|
||||
else if (IsAiming)
|
||||
{
|
||||
if (!Character.IsInRange(Position, 0.5f))
|
||||
{
|
||||
Function.Call(Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD, Character.Handle, Position.X, Position.Y,
|
||||
Position.Z, AimCoords.X, AimCoords.Y, AimCoords.Z, Speed == 3 ? 3f : 2.5f, false, 0x3F000000, 0x40800000, false, 512, false,
|
||||
unchecked((int)FiringPattern.FullAuto));
|
||||
}
|
||||
else
|
||||
{
|
||||
Character.Task.AimAt(AimCoords, 100);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
WalkTo();
|
||||
}
|
||||
}
|
||||
|
||||
private bool LastMoving;
|
||||
private void WalkTo()
|
||||
{
|
||||
if (!Character.IsInRange(Position, 6.0f) && (LastMoving = true))
|
||||
{
|
||||
Character.Position = Position;
|
||||
Character.Rotation = Rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 predictPosition = Position + (Position - Character.Position) + Velocity;
|
||||
float range = predictPosition.DistanceToSquared(Character.Position);
|
||||
|
||||
switch (Speed)
|
||||
{
|
||||
case 1:
|
||||
if ((!Character.IsWalking || range > 0.25f) && (LastMoving = true))
|
||||
{
|
||||
float nrange = range * 2;
|
||||
if (nrange > 1.0f)
|
||||
{
|
||||
nrange = 1.0f;
|
||||
}
|
||||
|
||||
Character.Task.GoStraightTo(predictPosition);
|
||||
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, nrange);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
if ((!Character.IsRunning || range > 0.50f) && (LastMoving = true))
|
||||
{
|
||||
Character.Task.RunTo(predictPosition, true);
|
||||
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, 1.0f);
|
||||
}
|
||||
break;
|
||||
case 3:
|
||||
if ((!Character.IsSprinting || range > 0.75f) && (LastMoving = true))
|
||||
{
|
||||
Function.Call(Hash.TASK_GO_STRAIGHT_TO_COORD, Character.Handle, predictPosition.X, predictPosition.Y, predictPosition.Z, 3.0f, -1, 0.0f, 0.0f);
|
||||
Function.Call(Hash.SET_RUN_SPRINT_MULTIPLIER_FOR_PLAYER, Character.Handle, 1.49f);
|
||||
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, 1.0f);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
if (!Character.IsInRange(Position, 0.5f))
|
||||
{
|
||||
Character.Task.RunTo(Position, true, 500);
|
||||
}
|
||||
else if (LastMoving && (LastMoving = false))
|
||||
{
|
||||
Character.Task.StandStill(1000);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
413
Client/Entities/Sync/VehicleSync.cs
Normal file
413
Client/Entities/Sync/VehicleSync.cs
Normal file
@ -0,0 +1,413 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
using GTA;
|
||||
using GTA.Native;
|
||||
using GTA.Math;
|
||||
|
||||
namespace CoopClient.Entities
|
||||
{
|
||||
public partial class EntitiesPed
|
||||
{
|
||||
#region -- VARIABLES --
|
||||
private ulong VehicleStopTime { get; set; }
|
||||
|
||||
internal bool IsInVehicle { get; set; }
|
||||
private int LastVehicleModelHash = 0;
|
||||
private int CurrentVehicleModelHash = 0;
|
||||
/// <summary>
|
||||
/// The latest vehicle model hash (may not have been applied yet)
|
||||
/// </summary>
|
||||
public int VehicleModelHash
|
||||
{
|
||||
get => CurrentVehicleModelHash;
|
||||
internal set
|
||||
{
|
||||
LastVehicleModelHash = CurrentVehicleModelHash == 0 ? value : CurrentVehicleModelHash;
|
||||
CurrentVehicleModelHash = value;
|
||||
}
|
||||
}
|
||||
private int[] LastVehicleColors = new int[] { 0, 0 };
|
||||
internal int[] VehicleColors { get; set; }
|
||||
private Dictionary<int, int> LastVehicleMods = new Dictionary<int, int>();
|
||||
internal Dictionary<int, int> VehicleMods { get; set; }
|
||||
internal bool VehicleDead { get; set; }
|
||||
internal float VehicleEngineHealth { get; set; }
|
||||
internal int VehicleSeatIndex { get; set; }
|
||||
/// <summary>
|
||||
/// ?
|
||||
/// </summary>
|
||||
public Vehicle MainVehicle { get; internal set; }
|
||||
/// <summary>
|
||||
/// The latest vehicle position (may not have been applied yet)
|
||||
/// </summary>
|
||||
public Vector3 VehiclePosition { get; internal set; }
|
||||
/// <summary>
|
||||
/// The latest vehicle rotation (may not have been applied yet)
|
||||
/// </summary>
|
||||
public Quaternion VehicleRotation { get; internal set; }
|
||||
internal Vector3 VehicleVelocity { get; set; }
|
||||
private float LastVehicleSpeed { get; set; }
|
||||
private float CurrentVehicleSpeed { get; set; }
|
||||
internal float VehicleSpeed
|
||||
{
|
||||
get => CurrentVehicleSpeed;
|
||||
set
|
||||
{
|
||||
LastVehicleSpeed = CurrentVehicleSpeed;
|
||||
CurrentVehicleSpeed = value;
|
||||
}
|
||||
}
|
||||
internal float VehicleSteeringAngle { get; set; }
|
||||
private int LastVehicleAim;
|
||||
internal bool VehIsEngineRunning { get; set; }
|
||||
internal float VehRPM { get; set; }
|
||||
private bool LastTransformed = false;
|
||||
internal bool Transformed { get; set; }
|
||||
private bool LastHornActive = false;
|
||||
internal bool IsHornActive { get; set; }
|
||||
internal bool VehAreLightsOn { get; set; }
|
||||
internal bool VehAreHighBeamsOn { get; set; }
|
||||
internal byte VehLandingGear { get; set; }
|
||||
|
||||
internal bool VehIsSireneActive { get; set; }
|
||||
private VehicleDoors[] LastVehDoors;
|
||||
internal VehicleDoors[] VehDoors { get; set; }
|
||||
private int LastVehTires;
|
||||
internal int VehTires { get; set; }
|
||||
#endregion
|
||||
|
||||
private void DisplayInVehicle()
|
||||
{
|
||||
if (MainVehicle == null || !MainVehicle.Exists() || MainVehicle.Model.Hash != CurrentVehicleModelHash)
|
||||
{
|
||||
bool vehFound = false;
|
||||
|
||||
if (NPCVehHandle != 0)
|
||||
{
|
||||
lock (Main.NPCsVehicles)
|
||||
{
|
||||
if (Main.NPCsVehicles.ContainsKey(NPCVehHandle))
|
||||
{
|
||||
Vehicle targetVehicle = World.GetAllVehicles().First(x => x.Handle == Main.NPCsVehicles[NPCVehHandle]);
|
||||
if (targetVehicle == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
MainVehicle = targetVehicle;
|
||||
vehFound = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Vehicle targetVehicle = World.GetClosestVehicle(Position, 7f, new Model[] { CurrentVehicleModelHash });
|
||||
|
||||
if (targetVehicle != null)
|
||||
{
|
||||
if (targetVehicle.IsSeatFree((VehicleSeat)VehicleSeatIndex))
|
||||
{
|
||||
MainVehicle = targetVehicle;
|
||||
vehFound = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!vehFound)
|
||||
{
|
||||
Model vehicleModel = CurrentVehicleModelHash.ModelRequest();
|
||||
if (vehicleModel == null)
|
||||
{
|
||||
//GTA.UI.Notification.Show($"~r~(Vehicle)Model ({CurrentVehicleModelHash}) cannot be loaded!");
|
||||
ModelNotFound = 2;
|
||||
return;
|
||||
}
|
||||
|
||||
MainVehicle = World.CreateVehicle(vehicleModel, VehiclePosition);
|
||||
vehicleModel.MarkAsNoLongerNeeded();
|
||||
if (NPCVehHandle != 0)
|
||||
{
|
||||
Main.NPCsVehicles.Add(NPCVehHandle, MainVehicle.Handle);
|
||||
}
|
||||
MainVehicle.Quaternion = VehicleRotation;
|
||||
}
|
||||
}
|
||||
|
||||
if (!Character.IsInVehicle() || (int)Character.SeatIndex != VehicleSeatIndex || Character.CurrentVehicle.Handle != MainVehicle.Handle)
|
||||
{
|
||||
if (VehicleSeatIndex == -1 &&
|
||||
Game.Player.Character.IsInVehicle() &&
|
||||
(int)Game.Player.Character.SeatIndex == -1 &&
|
||||
Game.Player.Character.CurrentVehicle.Handle == MainVehicle.Handle)
|
||||
{
|
||||
Game.Player.Character.Task.WarpOutOfVehicle(MainVehicle);
|
||||
GTA.UI.Notification.Show("~r~Car jacked!");
|
||||
}
|
||||
|
||||
Character.SetIntoVehicle(MainVehicle, (VehicleSeat)VehicleSeatIndex);
|
||||
Character.IsVisible = true;
|
||||
}
|
||||
|
||||
#region -- VEHICLE SYNC --
|
||||
if (AimCoords != default)
|
||||
{
|
||||
if (MainVehicle.IsTurretSeat(VehicleSeatIndex))
|
||||
{
|
||||
int gameTime = Game.GameTime;
|
||||
if (gameTime - LastVehicleAim > 30)
|
||||
{
|
||||
Function.Call(Hash.TASK_VEHICLE_AIM_AT_COORD, Character.Handle, AimCoords.X, AimCoords.Y, AimCoords.Z);
|
||||
LastVehicleAim = gameTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (MainVehicle.GetResponsiblePedHandle() != Character.Handle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (VehicleColors != null && VehicleColors != LastVehicleColors)
|
||||
{
|
||||
Function.Call(Hash.SET_VEHICLE_COLOURS, MainVehicle, VehicleColors[0], VehicleColors[1]);
|
||||
|
||||
LastVehicleColors = VehicleColors;
|
||||
}
|
||||
|
||||
if (Character.IsOnBike && MainVehicle.ClassType == VehicleClass.Cycles)
|
||||
{
|
||||
bool isFastPedaling = Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, PedalingAnimDict(), "fast_pedal_char", 3);
|
||||
if (CurrentVehicleSpeed < 0.2f)
|
||||
{
|
||||
StopPedalingAnim(isFastPedaling);
|
||||
}
|
||||
else if (CurrentVehicleSpeed < 11f && !Function.Call<bool>(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, PedalingAnimDict(), "cruise_pedal_char", 3))
|
||||
{
|
||||
StartPedalingAnim(false);
|
||||
}
|
||||
else if (CurrentVehicleSpeed >= 11f && !isFastPedaling)
|
||||
{
|
||||
StartPedalingAnim(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (VehicleMods != null && VehicleMods != LastVehicleMods)
|
||||
{
|
||||
Function.Call(Hash.SET_VEHICLE_MOD_KIT, MainVehicle, 0);
|
||||
|
||||
foreach (KeyValuePair<int, int> mod in VehicleMods)
|
||||
{
|
||||
MainVehicle.Mods[(VehicleModType)mod.Key].Index = mod.Value;
|
||||
}
|
||||
|
||||
LastVehicleMods = VehicleMods;
|
||||
}
|
||||
|
||||
MainVehicle.EngineHealth = VehicleEngineHealth;
|
||||
|
||||
if (VehicleDead && !MainVehicle.IsDead)
|
||||
{
|
||||
MainVehicle.Explode();
|
||||
}
|
||||
else if (!VehicleDead && MainVehicle.IsDead)
|
||||
{
|
||||
MainVehicle.Repair();
|
||||
}
|
||||
|
||||
if (VehIsEngineRunning != MainVehicle.IsEngineRunning)
|
||||
{
|
||||
MainVehicle.IsEngineRunning = VehIsEngineRunning;
|
||||
}
|
||||
|
||||
MainVehicle.CurrentRPM = VehRPM;
|
||||
|
||||
if (VehAreLightsOn != MainVehicle.AreLightsOn)
|
||||
{
|
||||
MainVehicle.AreLightsOn = VehAreLightsOn;
|
||||
}
|
||||
|
||||
if (VehAreHighBeamsOn != MainVehicle.AreHighBeamsOn)
|
||||
{
|
||||
MainVehicle.AreHighBeamsOn = VehAreHighBeamsOn;
|
||||
}
|
||||
|
||||
if (MainVehicle.IsSubmarineCar)
|
||||
{
|
||||
if (Transformed && !LastTransformed)
|
||||
{
|
||||
LastTransformed = true;
|
||||
Function.Call(Hash._TRANSFORM_VEHICLE_TO_SUBMARINE, MainVehicle, false);
|
||||
}
|
||||
else if (!Transformed && LastTransformed)
|
||||
{
|
||||
LastTransformed = false;
|
||||
Function.Call(Hash._TRANSFORM_SUBMARINE_TO_VEHICLE, MainVehicle, false);
|
||||
}
|
||||
}
|
||||
|
||||
if (MainVehicle.IsPlane)
|
||||
{
|
||||
if (VehLandingGear != (byte)MainVehicle.LandingGearState)
|
||||
{
|
||||
MainVehicle.LandingGearState = (VehicleLandingGearState)VehLandingGear;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (MainVehicle.HasSiren && VehIsSireneActive != MainVehicle.IsSirenActive)
|
||||
{
|
||||
MainVehicle.IsSirenActive = VehIsSireneActive;
|
||||
}
|
||||
|
||||
if (IsHornActive && !LastHornActive)
|
||||
{
|
||||
LastHornActive = true;
|
||||
MainVehicle.SoundHorn(99999);
|
||||
}
|
||||
else if (!IsHornActive && LastHornActive)
|
||||
{
|
||||
LastHornActive = false;
|
||||
MainVehicle.SoundHorn(1);
|
||||
}
|
||||
|
||||
Function.Call(Hash.SET_VEHICLE_BRAKE_LIGHTS, MainVehicle, CurrentVehicleSpeed > 0.2f && LastVehicleSpeed > CurrentVehicleSpeed);
|
||||
|
||||
if (LastSyncWasFull)
|
||||
{
|
||||
if (VehDoors != null && VehDoors != LastVehDoors)
|
||||
{
|
||||
int doorLength = VehDoors.Length;
|
||||
if (VehDoors.Length != 0)
|
||||
{
|
||||
for (int i = 0; i < (doorLength - 1); i++)
|
||||
{
|
||||
VehicleDoor door = MainVehicle.Doors[(VehicleDoorIndex)i];
|
||||
VehicleDoors aDoor = VehDoors[i];
|
||||
|
||||
if (aDoor.Broken)
|
||||
{
|
||||
if (!door.IsBroken)
|
||||
{
|
||||
door.Break();
|
||||
}
|
||||
continue;
|
||||
}
|
||||
else if (!aDoor.Broken && door.IsBroken)
|
||||
{
|
||||
// Repair?
|
||||
//MainVehicle.Repair();
|
||||
}
|
||||
|
||||
if (aDoor.FullyOpen)
|
||||
{
|
||||
if (!door.IsFullyOpen)
|
||||
{
|
||||
door.Open(false, true);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
else if (aDoor.Open)
|
||||
{
|
||||
if (!door.IsOpen)
|
||||
{
|
||||
door.Open();
|
||||
}
|
||||
|
||||
door.AngleRatio = aDoor.AngleRatio;
|
||||
continue;
|
||||
}
|
||||
|
||||
door.Close(true);
|
||||
}
|
||||
}
|
||||
|
||||
LastVehDoors = VehDoors;
|
||||
}
|
||||
|
||||
if (VehTires != default && LastVehTires != VehTires)
|
||||
{
|
||||
foreach (var wheel in MainVehicle.Wheels.GetAllWheels())
|
||||
{
|
||||
if ((VehTires & 1 << (int)wheel.BoneId) != 0)
|
||||
{
|
||||
wheel.Puncture();
|
||||
wheel.Burst();
|
||||
}
|
||||
}
|
||||
|
||||
LastVehTires = VehTires;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (VehicleSteeringAngle != MainVehicle.SteeringAngle)
|
||||
{
|
||||
MainVehicle.CustomSteeringAngle((float)(Math.PI / 180) * VehicleSteeringAngle);
|
||||
}
|
||||
|
||||
// Good enough for now, but we need to create a better sync
|
||||
if (CurrentVehicleSpeed > 0.05f && MainVehicle.IsInRange(VehiclePosition, 7.0f))
|
||||
{
|
||||
int forceMultiplier = (Game.Player.Character.IsInVehicle() && MainVehicle.IsTouching(Game.Player.Character.CurrentVehicle)) ? 1 : 3;
|
||||
|
||||
MainVehicle.Velocity = VehicleVelocity + forceMultiplier * (VehiclePosition - MainVehicle.Position);
|
||||
MainVehicle.Quaternion = Quaternion.Slerp(MainVehicle.Quaternion, VehicleRotation, 0.5f);
|
||||
|
||||
VehicleStopTime = Util.GetTickCount64();
|
||||
}
|
||||
else if ((Util.GetTickCount64() - VehicleStopTime) <= 1000)
|
||||
{
|
||||
Vector3 posTarget = Util.LinearVectorLerp(MainVehicle.Position, VehiclePosition + (VehiclePosition - MainVehicle.Position), Util.GetTickCount64() - VehicleStopTime, 1000);
|
||||
|
||||
MainVehicle.PositionNoOffset = posTarget;
|
||||
MainVehicle.Quaternion = Quaternion.Slerp(MainVehicle.Quaternion, VehicleRotation, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
MainVehicle.PositionNoOffset = VehiclePosition;
|
||||
MainVehicle.Quaternion = VehicleRotation;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
#region -- PEDALING --
|
||||
/*
|
||||
* Thanks to @oldnapalm.
|
||||
*/
|
||||
|
||||
private string PedalingAnimDict()
|
||||
{
|
||||
switch ((VehicleHash)CurrentVehicleModelHash)
|
||||
{
|
||||
case VehicleHash.Bmx:
|
||||
return "veh@bicycle@bmx@front@base";
|
||||
case VehicleHash.Cruiser:
|
||||
return "veh@bicycle@cruiserfront@base";
|
||||
case VehicleHash.Scorcher:
|
||||
return "veh@bicycle@mountainfront@base";
|
||||
default:
|
||||
return "veh@bicycle@roadfront@base";
|
||||
}
|
||||
}
|
||||
|
||||
private string PedalingAnimName(bool fast)
|
||||
{
|
||||
return fast ? "fast_pedal_char" : "cruise_pedal_char";
|
||||
}
|
||||
|
||||
private void StartPedalingAnim(bool fast)
|
||||
{
|
||||
Character.Task.PlayAnimation(PedalingAnimDict(), PedalingAnimName(fast), 8.0f, -8.0f, -1, AnimationFlags.Loop | AnimationFlags.AllowRotation, 1.0f);
|
||||
}
|
||||
|
||||
private void StopPedalingAnim(bool fast)
|
||||
{
|
||||
Character.Task.ClearAnimation(PedalingAnimDict(), PedalingAnimName(fast));
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -251,6 +251,7 @@ namespace CoopClient
|
||||
private void Debug()
|
||||
{
|
||||
Ped player = Game.Player.Character;
|
||||
|
||||
if (!Players.ContainsKey(0))
|
||||
{
|
||||
Players.Add(0, new EntitiesPlayer() { SocialClubName = "DEBUG", Username = "DebugPlayer" });
|
||||
@ -327,7 +328,7 @@ namespace CoopClient
|
||||
DebugSyncPed.Velocity = player.Velocity;
|
||||
DebugSyncPed.Speed = player.GetPedSpeed();
|
||||
DebugSyncPed.AimCoords = player.GetPedAimCoords(false);
|
||||
DebugSyncPed.CurrentWeaponHash = (int)player.Weapons.Current.Hash;
|
||||
DebugSyncPed.CurrentWeaponHash = (uint)player.Weapons.Current.Hash;
|
||||
DebugSyncPed.WeaponComponents = player.Weapons.Current.GetWeaponComponents();
|
||||
DebugSyncPed.LastSyncWasFull = true;
|
||||
DebugSyncPed.IsAiming = (flags.Value & (byte)PedDataFlags.IsAiming) > 0;
|
||||
|
@ -771,7 +771,7 @@ namespace CoopClient
|
||||
Velocity = player.Velocity.ToLVector(),
|
||||
Speed = player.GetPedSpeed(),
|
||||
AimCoords = player.GetPedAimCoords(false).ToLVector(),
|
||||
CurrentWeaponHash = (int)player.Weapons.Current.Hash,
|
||||
CurrentWeaponHash = (uint)player.Weapons.Current.Hash,
|
||||
WeaponComponents = player.Weapons.Current.GetWeaponComponents(),
|
||||
Flag = player.GetPedFlags(true)
|
||||
}.PacketToNetOutGoingMessage(outgoingMessage);
|
||||
@ -819,7 +819,7 @@ namespace CoopClient
|
||||
Velocity = player.Velocity.ToLVector(),
|
||||
Speed = player.GetPedSpeed(),
|
||||
AimCoords = player.GetPedAimCoords(false).ToLVector(),
|
||||
CurrentWeaponHash = (int)player.Weapons.Current.Hash,
|
||||
CurrentWeaponHash = (uint)player.Weapons.Current.Hash,
|
||||
Flag = player.GetPedFlags(true)
|
||||
}.PacketToNetOutGoingMessage(outgoingMessage);
|
||||
}
|
||||
@ -890,7 +890,7 @@ namespace CoopClient
|
||||
Velocity = npc.Velocity.ToLVector(),
|
||||
Speed = npc.GetPedSpeed(),
|
||||
AimCoords = npc.GetPedAimCoords(true).ToLVector(),
|
||||
CurrentWeaponHash = (int)npc.Weapons.Current.Hash,
|
||||
CurrentWeaponHash = (uint)npc.Weapons.Current.Hash,
|
||||
Flag = npc.GetPedFlags(true)
|
||||
}.PacketToNetOutGoingMessage(outgoingMessage);
|
||||
}
|
||||
|
@ -410,10 +410,10 @@ namespace CoopClient
|
||||
public LVector3 AimCoords { get; set; }
|
||||
|
||||
[ProtoMember(8)]
|
||||
public int CurrentWeaponHash { get; set; }
|
||||
public uint CurrentWeaponHash { get; set; }
|
||||
|
||||
[ProtoMember(9)]
|
||||
public List<uint> WeaponComponents { get; set; }
|
||||
public Dictionary<uint, bool> WeaponComponents { get; set; }
|
||||
|
||||
[ProtoMember(10)]
|
||||
public byte? Flag { get; set; } = 0;
|
||||
@ -564,7 +564,7 @@ namespace CoopClient
|
||||
public LVector3 AimCoords { get; set; }
|
||||
|
||||
[ProtoMember(6)]
|
||||
public int CurrentWeaponHash { get; set; }
|
||||
public uint CurrentWeaponHash { get; set; }
|
||||
|
||||
[ProtoMember(7)]
|
||||
public byte? Flag { get; set; } = 0;
|
||||
@ -855,7 +855,7 @@ namespace CoopClient
|
||||
public LVector3 AimCoords { get; set; }
|
||||
|
||||
[ProtoMember(10)]
|
||||
public int CurrentWeaponHash { get; set; }
|
||||
public uint CurrentWeaponHash { get; set; }
|
||||
|
||||
[ProtoMember(11)]
|
||||
public byte? Flag { get; set; } = 0;
|
||||
|
@ -236,17 +236,17 @@ namespace CoopClient
|
||||
return result;
|
||||
}
|
||||
|
||||
public static List<uint> GetWeaponComponents(this Weapon weapon)
|
||||
public static Dictionary<uint, bool> GetWeaponComponents(this Weapon weapon)
|
||||
{
|
||||
List<uint> result = null;
|
||||
Dictionary<uint, bool> result = null;
|
||||
|
||||
if (weapon.Components.Count > 0)
|
||||
{
|
||||
result = new List<uint>();
|
||||
result = new Dictionary<uint, bool>();
|
||||
|
||||
foreach (var comp in weapon.Components)
|
||||
{
|
||||
result.Add((uint)comp.ComponentHash);
|
||||
result.Add((uint)comp.ComponentHash, comp.Active);
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user